You need to ask yourself, what is your motivation, and what do you want to learn or produce from it,
With the answers of these questions, you can find a framework that suits your needs.
For instance, if you want to learn how to use a pretty high level framework, use SFML. However SFML can also be used for low-level OpenGL programming too.
If you want to be individual and invent the wheel again, then create everything yourself using Windows API and OpenGL/Directx contexts to setup some nice graphics.
When it comes to the decision between OpenGl and Directx, you need to compare your experience level with your program specifications. Today, Directx is so simple to implement using Visual Studio 2012, and the Windows SDK. It even exists a template for it. So you don't need to use time to setup, but can code right away. Unfortunately, it will only work on windows. Use OpenGL if you want to support a lot of platforms, but keep in mind that OpenGL is harder to learn, especially in the beginning. Also, if you are not experienced with cross-platform coding, you will pretty fast find it a nightmare from time to time, since compilers work differently. So your code may look as a mess, because of all the compiler specific stuff. However it is a good thing to learn how to structure code for more than one platform. And remember the best way to learn is by your faults.
But again, what do you want? If you want to learn as much as possible, then you better invent the wheel again. And if you want to make a game, and you got a team of artists, then stick to UDK, Unity3D, Torque3D, C4 etc.

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